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15 minutes of D&D brainstorming #n+17

I don't think my party reads my blog. If you do--STOP IT! I'm going to copy and paste a lot of my last posts so I can build on it. 

  • At the capital
    • Three other bastards
      • Elmonia Maglynn, elf, cleric, female, cunning, ambitious, lawful neutral
      • Radfin Preswynn, human, barbarian, male, gruff, partyer, crude, chaotic good
      • Alleera Mosshelm, half-elf, ranger, nonbinary, quiet, observant, true neutral
    • Queen visits again
      • Asks if they can be trusted to deal with other problems in town
        • Eventually get to the trouble at the Drab Yak but only after Alleera bursts in
          • See section below for Drab Yak information
          • Can be a form of community service, but will reflect poorly on the queen if they escape
        •  Alleera bursts in and announces they're leaving. They're still sick though so the queen urges them to stay until they're better
          • Alleera consents, but is frightened of being killed
          • Alleera's fear frightens Abarat
            • Abarat always suspected that the plague was actually murder and fears being murdered as part of the larger plot
            • These two will work each other up and require persuasion checks of DC 15 to stay/not sell out their friends

      • First evening in prison
        • Hear strange noises in the night (contested stealth and perception checks)
            • Kobolds have gotten into the castle
              • Named Zek (green) and Zuks (purple) 
              • Can give information about a network of tunnels underneath the capital
              • Can give information about the Drab Yak
              • Must fight them or befriend them or convince them to break them out
                • Could be spies for them
          • Break out and explore the castle
            • Other bedrooms
              • Find the rooms of the other bastards
                • Other bedrooms are locked up tight
                • Can learn about them, but might get caught
                  • Elmonia Maglynn, elf, cleric, male, cunning, ambitious, lawful neutral
                    • DC15 to open the door
                    • Contested stealth and perception check at disadvantage to determine if Elmonia wakes up
                      • If Elmonia does wake up, can try and convince her to join them, can charm her, can fight her
                        • To convince to join DC 20
                    • Find evidence of being a cleric of Oghma. Carries a blank scroll. DC15 to know what this means.
                    • Random book generator
                    • Random loot
                  • Radfin Preswynn, human, barbarian, nonbinary, gruff, crude, chaotic good
                    • DC10 to open the door
                    • Contested stealth and perception check at disadvantage to determine if Radfin wakes up
                      • If Radfin does wake up, can try and convince him to join them, can charm him, can fight him
                        • To convince to join DC 15
                    • Find weapons
                    • Crude handwritten erotica about a werebadger
                      • Wisdom saving throw of DC 10 or take 2 points psychic damage
                    • Random loot
                  • Alleera Mosshelm, half-elf, ranger, female, quiet, observant, true neutral
                    • DC15 to open the door
                    • Contested stealth and perception check at disadvantage to determine if Alleera wakes up
                      • If Alleera does wake up, can try and convince them to join them, can charm them, can fight them
                        • To convince to join DC 10
                    • Find items from the forest, pinecone, rock, pressed butterfly
                    • Random loot
            • Library
              • Random book generator
              • Imagine the library from Beauty and the Beast but with dark wood and candles instead of natural light that would damage the books more
            • Council chamber
              • Find some member of the court burning the midnight oil
                • Chance to befriend
                  • Those loyal to queen=roll with advantage; those loyal to the prince=roll with disadvantage
                • Roll a D20 to see who (loop back if you have to, too hard to count all of those people, skip the knights)
            • Other rooms are locked up too tight
          • Stay in prison
            • Roll D20, depending on roll, ask what the character's wildest dream is
              • 1-5: No dream
              • 6-10: Boring dream
              • 11-15: Good dream
              • 16-20: Wildly amazing dream
          • Breakout and leave town
            • This will put the queen's life at risk
              • DC 10 the prince takes over
            • Need stealth checks of DC 15 to get out of the castle
              • Otherwise have to distract/fight/put to sleep/charm 4 guards
            • DC 20 to get the nothics to escape with them
              • Have to distract/fight/put to sleep/charm 2 guards
    • Are let out to handle Drab Yak problem as a form of community service
        • The Drab Yak, the smaller of the two largest pubs in town, is advertising kitchen help
        • Location: The Drab Yak NPCButch Marcle, Male Half-Orc Reward: 20 gold plus room & board Quest: Butch is former Sergeant turned tavern owner. He prides himself on running a clean and respectable business. (This should be surprising to players based on how dirty his job posting was! Turns out that the posting has been up for a long time.) For the past few months, Butch has been under attack. Something is sneaking into his kitchen nearly every night, stealing food and making a mess! The place is locked up tight each night. There is no way anything is getting in through the doors or windows. Butch has set traps, waited up, and even hired other adventurers, but nothing has worked! If word gets out he has a…*gulp*…pest issue, it would ruin him! If you can find whatever it is and put an end to its late-night foraging, Butch will gladly give you 20 gold and a free place to stay when you visit the city!
        • The Encounter: A Rogue KoboldThis kobold has been separated from its clan (during a chaotic storm when its clan fled the area) and has chosen to live under the Drab Yak Tavern. The kobold has created an entire lair under the tavern with a tunneling system that spans nearly the entire town! It has been sneaking in and stealing from all the taverns in town, collecting a tiny hoard of odds and ends. The kobold has an entrance to Butch’s kitchen from a tunnel under a loose stone slab on the floor (DC 15 Investigation/Perception). This tunnel is small, easy for the kobold to move through, but difficult for larger creatures 
        • Options! For this quest the party has some options. They can choose to: *Kill the kobold *Convince the Kobold to join them and leave to find a new clan *Convince the kobold it is wrong to steal and he should help Butch out to pay for what he takes
    • Bail on Drab Yak and leave town
      • Ask where they want to go
    • Bail on Drab Yak and fight the prince (NOT ADVISABLE)
    • Bail on Drab Yak and go site-seeing
      • Royal Theatre
        • A gorgeous marble building with intricate carvings depicting a folktale that is similar to beauty and the beasty
        • There is a play going on, DC 10 stealth to slip into the crowd
        • Performance check +9 to see how good the play is
      • Temple of Oghma
        • Can find refuge here
        • Tunnel out of the city, DC 15 to convince monks to show them out. If close, they will show them out, but also rat them out.
        • DC 20 Durogark is there (he is more likely in the castle, close to the prince)
      • Royal Zoo
      • Sculpture garden
        • Marble sculptures depcting folktales
        • Stealth DC 13 to hide amongst the sculptures
      • Shopping
        • Ask if they want to go shopping
      • Ask what they'd like to do in the capital
  • They have now befriended the nothics
        • Perhaps with enough exposure to the group, their alignment can change to neutral, but this will require some more natural 20 rolls
        • No matter what, here are things they can do with them
          • Bring them to the queen for help
            • She would send them to the Tower of Baile in honor of the Baile guests to help them seek the knowledge they need
          • Bring them to the prince for help
            • He would send them to Durogark
          • Bring them to Durogark for help
            • He would love to use them for their knowledge and would work out a deal that they could keep gaining him knowledge while he looks for a cure
          • Bring them to a temple for help
            • With high enough persuasion (DC 15), they can convince a temple to take them in and help them search for knowledge
            • If the persuasion fails, they will call for the city guard to help them deal with these creaturesf
          • Have them stay as is and be companions
            • The queen will have trouble accepting them and they will have trouble hiding them
            • If they are found out and not revealed, they will be removed from the castle
          • Have them stay as is and be friends nearby
            • They could be important for future quests
          • Have them go on a quest for the knowledge
            • They can pick a tower to journey to and whichever they pick will have the answer (though they won't know that)
            • Make similar puzzles for the tower as the intellectual in the tower will want to make sure they're worthy of receiving knowledge
            • Have them each dig for knowledge and a DC18 to find it on their own. It will take as many days as it takes to get to an 18 to find it. Make up other knowledge that they will find at other levels.
            • After finding the knowledge, they must journey back to the Temple of Apollo to perform the ceremony. 
              • Must convince Father Jesep to let them perform the ceremony
                • DC 18
                • DC 10 if they agree to let others witness it
              • The ceremony requires arranging the bones of old wizards in a pentagram (DC 15 performance) and casting kind magic on the Nothics (open to interpretation)
              • The ceremony must be performed in undercommon, so they must also obtain a book of undercommon (can be found in the capital as well as at the tower, but another DC 18 for them to find)
            • Once the ceremony is performed, two very old and tired wizards reemerge and dedicate their lives to helping other Nothics and are eternally grateful to the adventurers. The adventurers will also gain the support of the wizarding community.
              • The larger one is a half-orc named Branax (female)
              • The smaller one is an elf named Artin Genharice (agender)
      • Is there a cure?
        • Let's cheat and say there is a cure, but it's been lost to common knowledge and will take time to find

 (Prompt by me)

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